using UnityEngine;

public static class MathUtils
{
	public static Vector2 FloatToVector2(float angle)
	{
		return (Quaternion.AngleAxis(angle, Vector3.forward) * Vector3.up).normalized;
	}

	public static float Vector2ToAngle(Vector2 v)
	{
		float num = Mathf.Atan2(v.y, v.x);
		return (num * 57.29578f - 90f + 360f) % 360f;
	}
}
